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Old February 16th, 2010, 05:11 PM
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BigDaddy BigDaddy is offline
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Default Re: Maximum size of mods?

If I held the z key down (zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz...) how long would it take me to fill a non-compressed GB text file?

I did 210 z's in 10 seconds. Each is one 2 bytes. It would take 551 days, give or take of holding the z key down with an object to fill this file. So, you'll hit the limit in 750 days or more, and your file will be 500,000 or 1 billion+ (possibly much more) characters long. Even then, it's likely the computer would just store the file on a swap on the hard drive as virtual memory... It is unlikely that other arrays in the program could handle all this information.
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Old February 17th, 2010, 09:40 AM
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Default Re: Maximum size of mods?

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Originally Posted by BigDaddy View Post
It is unlikely that other arrays in the program could handle all this information.
And THAT'S the problem - not if Windoze can handle the file size, but if Dom3 actually can read it in completely, withouth running into buffer overflows etc. .

But if everyone agrees that they didn't hit any limit no matter what they did, I'll be reassured and sleep fine again.
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Old February 17th, 2010, 11:02 AM
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Default Re: Maximum size of mods?

It appears to be a rule of modding/mapping in general that there will always be a "low cap" that the modders are fighting. Fixing it just moves the fight to the next low cap.

But I think most are pretty cranked in Dom3 at the moment. The last "wish it was more" limitation I remember had to do with lists of names.
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Old February 17th, 2010, 11:12 AM
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Default Re: Maximum size of mods?

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Originally Posted by Gandalf Parker View Post
It appears to be a rule of modding/mapping in general that there will always be a "low cap" that the modders are fighting. Fixing it just moves the fight to the next low cap.

But I think most are pretty cranked in Dom3 at the moment. The last "wish it was more" limitation I remember had to do with lists of names.
Hrm...off hand, I can think of three internal limits that can frequently cause problems when running mods in conjunction.

1) Custom spell limit. There is actually quite little headroom here (a few dozen is all; not a problem for any single mod, but can definitely be an issue for a multi-mod nation game.)
2) Custom names - only 2 custom lists available explicitly; re-use of name lists restricted to nations from other eras (e.g. re-using Bogarus' lists) can get you a few more, depending on the era, but conflicts in name lists are very problematic (although not very game breaking.) Not to mention that this is the only way to guarantee a specific hero-name.
3) Custom sites. Admittedly, this is really only a problem if you use the magic site mod.

The limits for custom units, armor, weapons seem to have enough headroom to accommodate quite a few concurrent mods (even big ones such as CBM) without issues.
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